Search found 72 matches

by G.M. [rogueleader]
10 Oct 2017, 21:50
Forum: Feature Requests
Topic: Request
Replies: 5
Views: 571

Request

what if there were a node that could add other nodes with specific conditions. It could be used to create a (very time intensive) learning ai.
by G.M. [rogueleader]
04 Oct 2017, 00:49
Forum: Feature Requests
Topic: Resource
Replies: 4
Views: 468

Re: Resource

And when I say "standing on the enemy base" , I just mean:
Enemy. Enemy. <---------you------> base
by G.M. [rogueleader]
04 Oct 2017, 00:47
Forum: Feature Requests
Topic: Resource
Replies: 4
Views: 468

Re: Resource

Well no, actually. What if you are standing on the enemy base when an emey is about to score. It would eventually be the closest enemy to you, and if you target the farthest enemy carrying a resource, you not only shoot the enemy of least priority, but when the closer enemy scores and your program d...
by G.M. [rogueleader]
04 Oct 2017, 00:39
Forum: Feature Requests
Topic: Counting score
Replies: 18
Views: 2046

Re: Counting score

Kanishka wrote:
Chilio wrote:I did so already.


Me too

Same. Haven't integrated it into my program yet. Only tested it. I personally think that it is better to leave it as it is. It leaves something else to be solved using complex programming, but it is not extremely hard.
by G.M. [rogueleader]
03 Oct 2017, 18:38
Forum: Feature Requests
Topic: Resource
Replies: 4
Views: 468

Re: Resource

:'( ok.lol
by G.M. [rogueleader]
03 Oct 2017, 16:51
Forum: Feature Requests
Topic: Experience level grouping
Replies: 8
Views: 728

Re: Experience level grouping

And ill be honest I dont know what version it was when I joined. All I remember is that it was in the early 8. Verison
by G.M. [rogueleader]
03 Oct 2017, 16:31
Forum: Feature Requests
Topic: Experience level grouping
Replies: 8
Views: 728

Re: Experience level grouping

Ok, well thanks for that. I came in during 8.3 or there about, so I dont know the history of the update trials and errors. My idea however wasnt so much for an unlock system for the nodes, getting more as you get better, but more so an advisory system. If you are a new player, you can still use all ...
by G.M. [rogueleader]
03 Oct 2017, 00:07
Forum: Feature Requests
Topic: Experience level grouping
Replies: 8
Views: 728

Re: Experience level grouping

?


Update versions you mean?
by G.M. [rogueleader]
02 Oct 2017, 21:35
Forum: Feature Requests
Topic: Experience level grouping
Replies: 8
Views: 728

Experience level grouping

I recently saw a comment on a very good idea for a new node that said that the game should be kept simple for newcomers. What if we segregate the nodes, or at least the the conditions/actions by levels of intensity, basically. The basic ones like attack and move would be beginner, while tagging and ...
by G.M. [rogueleader]
02 Oct 2017, 21:24
Forum: Feature Requests
Topic: Resource
Replies: 4
Views: 468

Resource

In one of my old programs, I used to label the resources to detect if there was an enemy carrying a resource, so I can target him first. The tag would go away after the resource was picked up and the resource was not able to be detected individually, only in general by looking for an enemy carrying ...
by G.M. [rogueleader]
02 Oct 2017, 21:10
Forum: Feature Requests
Topic: Routine counter
Replies: 3
Views: 568

Routine counter

So, a routine counter would be similar to the counter group in the condition section for a condition node. The main node for the counter could be placed on top of a section of the program, and be fed information by a "sensor" node, for lack of a better word, at the bottom. The sensor would...
by G.M. [rogueleader]
01 Oct 2017, 22:51
Forum: Feature Requests
Topic: Request
Replies: 7
Views: 892

Request

Relative distance. In other words, if you are targeting an enemy: target action on ally>distance from ally>short/medium/long/out of range. I am trying to develop a program that analyzes the program of the enemy robot specifically targeting distance parameters, but the issue is that the robot running...

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